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return_of_samus:data_locations:ram_map

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return_of_samus:data_locations:ram_map [2018/12/27 13:48] – Add additional object spawn state table info quantamreturn_of_samus:data_locations:ram_map [2019/02/19 04:46] – Describe last tile property quantam
Line 46: Line 46:
     + 17: Source address of data for $DC00..FF (bank 8, 2 bytes)     + 17: Source address of data for $DC00..FF (bank 8, 2 bytes)
     + 19: Bank for current room     + 19: Bank for current room
-    + 1A: Samus solid block threshold +    + 1A: Samus passable block threshold 
-    + 1B: Enemy solid block threshold +    + 1B: Enemy passable block threshold 
-    + 1C: Projectile solid block threshold+    + 1C: Projectile passable block threshold
     + 1D: Samus' equipment     + 1D: Samus' equipment
     + 1E: Samus' beam     + 1E: Samus' beam
Line 515: Line 515:
         3: Spazer         3: Spazer
         4: Plasma         4: Plasma
-D056: Samus solid block threshold+D056: Samus passable block threshold
 D057: Room sprite priority D057: Room sprite priority
         0: Sprites over BG         0: Sprites over BG
Line 527: Line 527:
 D067: Used in title. Set to 01h by $0CA3 and game mode Ah D067: Used in title. Set to 01h by $0CA3 and game mode Ah
  
-D069: Enemy solid block threshold+D069: Enemy passable block threshold
  
 D06E: Highest OAM stack pointer D06E: Highest OAM stack pointer
Line 552: Line 552:
  
 D089: Real number of Metroids remaining D089: Real number of Metroids remaining
-D08A: Projectile solid block threshold+D08A: Projectile passable block threshold
 D08B: Metroid Queen's room flag D08B: Metroid Queen's room flag
         11h: In Metroid Queen's room (set by screen transition command 8)         11h: In Metroid Queen's room (set by screen transition command 8)
Line 605: Line 605:
     D80F: Source address of data for $DC00-FF (bank 8, 2 bytes)     D80F: Source address of data for $DC00-FF (bank 8, 2 bytes)
     D811: Bank for current room     D811: Bank for current room
-    D812: Samus solid block threshold +    D812: Samus passable block threshold (>= this tile index is passable, < is impassible) 
-    D813: Enemy solid block threshold +    D813: Enemy passable block threshold 
-    D814: Projectile solid block threshold+    D814: Projectile passable block threshold
     D815: Samus' equipment     D815: Samus' equipment
     D816: Samus' beam     D816: Samus' beam
Line 625: Line 625:
 D900-FF: 10h byte slots? The first byte of which each is cleared when saving D900-FF: 10h byte slots? The first byte of which each is cleared when saving
 DA00-DBFF: Metatile definitions DA00-DBFF: Metatile definitions
-DC00-FF: Collision data buffer+DC00-FF: Tile properties 
 +    1: Viscous. Reduces jumping and prevents spider ball vertical movement. Also causes morph ball sound effect glitch. 
 +    2: Jump-through block. Passable when jumping, impassable in all other states (in all directions). 
 +    4: Fall-through block. Passable when falling, impassable in all other states (in all directions). 
 +    8: Spike 
 +    10h: Acid 
 +    20h: Destructible by shot/bomb 
 +    40h: Destructible by bomb 
 +    80h: Save pillar 
 DD00-FF: Projectile RAM DD00-FF: Projectile RAM
 DE00-FF: Metatile update entries DE00-FF: Metatile update entries
return_of_samus/data_locations/ram_map.txt · Last modified: 2020/04/04 20:15 by kkzero